When we add a CustomGeometry to the scene with defining vertices and not setting the position, how can we get it to rotate around its own center point?
Fiddle : http://jsfiddle.net/tezcancirakoglu/Ldt7z
In the sample code, object is rotating around Scenes X axis. I need to rotate it around its center point.
Hint: The red cube mesh is the initial centerpoint of the object which is rotating. I need to rotate it around x axis of red cube... I tried alot but failed anyway.
One solution is to translate the mesh geometry, and compensate by changing the mesh position, like so:
var offset = objMesh.centroid.clone();
objMesh.geometry.applyMatrix(new THREE.Matrix4().makeTranslation( -offset.x, -offset.y, -offset.z ) );
objMesh.position.copy( objMesh.centroid );
updated fiddle: http://jsfiddle.net/Ldt7z/165/
P.S. You do not need to save your fiddle before running it. There is no reason to have so many versions.
three.js r.55
You can use the center of the bounding box, which would basically be the 'average' of your vertices but it is not guaranteed to fall onto the red cube.
Related
What I have is an OrthographicCamera set up so that is has an isometric view of the scene and OrbitConrols added to allow for panning around and zooming but not for rotation.
What I’d like to have is a button that will centre the objects in a scene and zoom the OrthographicCamera so that the objects fit within the canvas area while keeping the isometric view, i.e. the angle between the camera.position and the camera.lookAt (control.target) point.
What I’ve tried is to set the controls.target at the centre of the bounding box of the objects in the scene.
I have 2 problems with the code at the moment.
The First is I couldn’t work out how to calculate the zoom level needed to make sure the objects in the scene are all in view. I’ve hard coded a value for just now.
The Second is that with the current code, if the camera is panned so that the objects appear nearly off the screen, either up or down, then when centred the angle of the camera changes. This was happening when the camera was panned far left or right but setting the max and min Azimuth Angle seems to prevent this.
camera rotates after centring
The image above shows the scene when loaded then after centering when the camera was panned so the objects were going off the top of the screen.
I have tried a number of ways to do this after looking at answers to similar questions as this but am still having problems getting it to work.
function fitDrawingToPage(){
// Variables Bbox etc are set outside the function
Bbox = new THREE.Box3();
for (const object of sceneObjects) Bbox.expandByObject(object);
newTarget = Bbox.getCenter(new THREE.Vector3());
controls.target.set( newTarget.x, newTarget.y, newTarget.z );
controls.update();
camera.zoom = 0.5;
camera.updateProjectionMatrix();
camera.updateMatrix();
render();
}
current example of code in jsfiddle
Hi stackoverflow geniuses. I'm converting three js mesh positions to html5 canvas positions. I'm able to convert vector3 position to canvas position. My problem is converting mesh rotation to canvas rotation.
What I did is:
ctx.rotate(rotation._y);
ctx.rect( 0, 0, width,height);
But It does not work. What's the proper way to do it?
thanks
EDIT:
I think the rotation for mesh object starts at center point so what I did is to tranlate first to the center point then do a rotate which works.
this.context.translate( cx, cy );
this.context.rotate(item.rotation._y);
Use the THREE.CSSRenderer if you want to render Dom stuff using the 3d scene graph.
I have some planes, parented to an empty Object3D. Those planes are always facing the camera,like sprites. It works fine unless I rotate the parent. Three.js documentation says that .lookAt doesn't support transformed parents
So I am trying to figure out how to solve it manually.
Here is what I have now:
plane.onBeforeRender = function( renderer, scene, camera,
geometry, material, group ){
var worldCamPos = new THREE.Vector3();
camera.getWorldPosition(worldCamPos);
this.worldToLocal(worldCamPos);
this.lookAt(worldCamPos);
// this.quaternion.copy(camera.quaternion);//this one rotates in local space of the container
};
So I a m trying to convert camera's position to the space inside which the plane lives,and use it as lookAt target.
The problem is,the plane is sort of looking at the camera,but it constantly flickering as if swapping rotations from default to the desired one,back and forth. I don't concatenate here anything,so I don't understand why it happens.
I would appreciate if someone could point out to more elegant solution,maybe with quaternions.
I'm trying to position a part of a texture that is being rendered on a portion of a SphereGeometry, inside a full SphereGeometry.
I attach a jsfiddle so you can see what I mean:
https://jsfiddle.net/ggL3uemh/23/
If you open the link, you will see that the smaller texture in the scene is a part of the bigger one.
The bigger one is rendered on a big full sphere.
The smaller one, is rendered on a portion of a sphere.
I want to give the smaller Mesh the proper position, rotation and scale so it can perfectly fit inside the sphere making it look like the smaller one isn't even there.
I suspect the part of the sphere is not correct either...
this.videoCustomGeometry = new THREE.SphereBufferGeometry(500, 64, 64, 1, 1.8, 1, 0.9);
this.videoCustomGeometry.scale( - 1, 1, 1 );
I came close to find the position, using a raycaster and attaching the next code to the mousemove event:
this.raycaster.setFromCamera(this.mouse, this.camera);
var intersects = this.raycaster.intersectObjects([this.pano], false);
And then, I get the exact position where the smaller Mesh should be positioned, but I don't know about the rotation, scale, or if the geometry the smaller Mesh is using is correct.
I'm stuck... thanks in advance!
As represented in the image below, I have a THREE.Scene with a simple cube. Attached to the cube is a CANNON.Body for Physics (represented in the green wireframe).
The CANNON.Body is offset from the cube by a couple of units. For rotation, this offset will be the radius.
When I rotate the cube, I want the CANNON.Body to rotate around the cube based on the angle and radius. On the right hand side of the image, I rotated the cube with an angle of 45 degrees (I also have radians available). However, the CANNON.Body does not rotate around the cube, only around it's own center. I need it to rotate around the cube for all axes x, y and z.
Is there a built-in function in THREE.js or should I use my own mathematical equation for this? If so, what would that be?
Thanks!
P.S. I've seen solutions for pure THREE.js Scene's where the geometry is translated to manipulate the pivot point. Since I don't have geometry in my CANNON.Body, this will not be possible.
I never worked with cannonjs, but was it possible to just add the Cube and the Rigid Body in a Three.Group?
Like
var rigidBody = new CANNON.Body(); // whatever it is for cannon
var model = new THREE.Group();
// your model goes here
model.add(new THREE.Mesh(
new THREE.BoxGeometry(1,1,1),
new THREE.MeshStandardMaterial()
));
model.add(rigidBody);
scene.add(model);
This way, if you rotate the parent element model, the rigidbody should update the same way.